Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Paladin

Paladins are oath-bound warriors who turn conviction into radiant force. They are not limited to one church or one god. A present-era paladin may serve a light faith, a mountain faith, a covenant tradition, a vampire order, a local shrine, or a personal vow recognized by no institution at all. Their power comes from the seriousness of the oath and from the discipline required to embody it under pressure.

In ELDRA, a paladin is not simply a symbol of purity. A paladin is a person who has made a promise so binding that reality has begun to answer it. Some defend communities. Some hunt oathbreakers. Some protect pilgrims or archives. Some become terrifying judges. Their danger is not that they are always right. Their danger is that once they commit, they are very difficult to move.

Root Node · 1 CLA

Paladin

You are immune to the Frightened condition. Your unarmed attacks deal Radiant damage.

Path of Protection

T1 · 1 CLA

Divine Smite

Once per turn, when you succeed on an attack roll with a margin of 3 or more, you deal additional Radiant damage equal to your Lore (Religion) skill. This triggers automatically on qualifying hits and requires no additional AP or resource expenditure.

Smite the Wicked

Your Divine Smite deals double damage against undead, demons, and creatures with the Shadow or Void descriptor. This bonus applies only to the Radiant damage portion, not the base attack.

Radiant Aura

Allies within 5m of you gain +1 to Physical Defense at all times as long as you are conscious. This is a passive aura requiring no concentration.
T2 · 1 CLA

Divine Aura

Spending 3 AP, activate your Divine Aura in a radius of 2 times your Lore (Religion) skill in meters, centred on you, requiring concentration, lasting 10 minutes. Choose a number of effects up to half your Lore (Religion) skill (rounded up): allies gain +1 to attack rolls; allies gain bonus Physical and Elemental Defense equal to half your Lore (Religion), rounded up; allies gain elemental resistance of choice; allies gain immunity to poison and disease; enemies suffer minus 1 to attacks against your allies; enemies suffer Physical Defense penalty equal to half your Lore (Religion), rounded up; or hidden creatures with rating below your Lore (Religion) are revealed.

Radiant Champion

While Divine Aura is active, your Divine Smite applies to every successful hit, not only those with a margin of 3 or more, against undead, demons, and Shadow or Void creatures.

Shielding Light

Radiant Aura now also grants +1 to Mental Defense for affected allies. The radius extends to 10m while your Divine Aura is active.
T3 · 1 CLA

Sacred Vow: Oath of Protection

Passive: grant +1 to Physical and Mental defend rolls to all allies within your Divine Aura. Once per session: when an ally within your Divine Aura would be Taken Out, immediately restore their Physical Stress Pool to full and leave them with 1 unfilled Consequence slot. Additionally, once per scene, you may plant your feet and become immovable: for 3 rounds, you cannot move but all attacks against allies within 5m of you must first pass through you.

Divine Intervention

Once per session, call upon divine power as a free action. All enemies within your Divine Aura must make a Resolve defend roll against your Lore (Religion) or become Frightened of you for rounds equal to the margin of failure.

Absolute Ward

Once per scene, you may designate one ally within your Divine Aura as Divinely Protected until the start of your next turn. Every attack against that ally fails automatically — they are untouchable for that duration.

Path of Judgment

T1 · 1 CLA

Judgment

Once per scene as a free action, mark one visible creature within 20m until the end of the scene. The first time each round you hit your Judged creature, deal Radiant damage equal to half your Lore (Religion), rounded up. If the creature has already harmed one of your allies this scene, deal full Lore (Religion) instead.

Unveiled Evil

Your Judged creature cannot become hidden or invisible from you.

Stern Advance

When you move toward your Judged creature, ignore difficult terrain caused by enemies.
T2 · 1 CLA

Sentence

Spend 2 AP to pronounce sentence on your Judged creature. It must make a Resolve defend roll against your Lore (Religion). On a failure, choose one until the end of your next turn: it cannot take Reactions, it suffers -2 to defend rolls against your attacks, or it deals -2 damage with its attacks. Once per scene.

Relentless Pursuit

When your Judged creature moves away from you, you may move up to 2m toward it as a free action once per round.

Smite Without Mercy

While your Sentence is active, Divine Smite triggers against your Judged creature on any successful hit.
T3 · 1 CLA

Oath of Judgment

Once per session, spend 3 AP to invoke your oath for 3 rounds. Your Judged creature takes +1d6 Radiant damage the first time each round you hit it. Allies within 10m gain +1 to attack rolls against it. If the Judged creature would leave your sight or move outside 20m, it must make a Resolve defend roll against your Lore (Religion). On a failure, its movement ends immediately.

Final Verdict

Once per scene during Oath of Judgment, if your Judged creature takes a Consequence from you, it becomes Dazed until the end of its next turn.

Shared Sentence

Once per session when you invoke Oath of Judgment, you may choose a second visible creature as Judged for the duration. The extra Radiant damage may trigger only once per round total across both targets.

Solid required progression · Dashed optional node requires the one above it